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  <!--
  
  In this tutorial, we show how to progressively load in textures from a tar.gz archive.
  -->
  <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
    "http://www.w3.org/TR/html4/loose.dtd">
  <html>
  <head>
  <meta http-equiv="content-type" content="text/html; charset=UTF-8">
  <title>
  Progressive Texture Loading
  </title>
  <script type="text/javascript" src="o3djs/base.js"></script>
  <script type="text/javascript">
  o3djs.require('o3djs.util');
  o3djs.require('o3djs.math');
  o3djs.require('o3djs.io');
  o3djs.require('o3djs.rendergraph');
  o3djs.require('o3djs.primitives');
  o3djs.require('o3djs.effect');
  
  // Events
  // Run the init() once the page has finished loading.
  window.onload = init;
  
  // global variables
  var g_o3d;
  var g_math;
  var g_client;
  var g_pack;
  var g_viewInfo;
  var g_finished = false;  // for selenium testing
  var g_fileCount = 0;
  var g_textureCount = 0;
  
  // This is for offsetting our textures from each other as they arrive
  var g_x = -200.0;
  var g_y = -200.0;
  
  function makeShape(texture, effect) {
    // Create a Material for the effect.
    var myMaterial = g_pack.createObject('Material');
  
    // Set the material's drawList for opaque objects.
    myMaterial.drawList = g_viewInfo.performanceDrawList;
  
    // Apply our effect to this material.
    myMaterial.effect = effect;
  
    // Create the parameters the effect needs on the material.
    effect.createUniformParameters(myMaterial);
  
    // Creates a quad.
    var myShape = o3djs.primitives.createPlane(g_pack,
                                               myMaterial,
                                               300,  // width
                                               300,  // height
                                               1,  // quads across
                                               1);  // quads down
  
    // Get the material's sampler parameter and put a sampler on it.
    var sampler_param = myMaterial.getParam('texSampler0');
    var sampler = g_pack.createObject('Sampler');
    sampler_param.value = sampler;
  
    // Set the texture to use.
    sampler.texture = texture;
  
    // adjust the scale of our transform to match the aspect ratio of
    // the texture. Of course we could also have waited until now to build
    // our plane and set its width and height to match instead of scaling
    // here.
    var textureWidth = texture.width;
    var textureHeight = texture.height;
    var hScale = 1;
    var vScale = 1;
    if (textureWidth > textureHeight) {
      vScale = textureHeight / textureWidth;
    } else if (textureHeight > textureWidth) {
      hScale = textureWidth / textureHeight;
    }
    // We now attach our quad to the root of the transform graph.
    // We do this after the texture has loaded, otherwise we'd be attempting
    // to display something invalid.
  
    // Make a transform for each quad.
    var transform = g_pack.createObject('Transform');
  
    transform.translate(g_x, 0, g_y);
    transform.scale(hScale, 1, vScale);
    transform.addShape(myShape);
    transform.parent = g_client.root;
  
    // Diagonally offset the next texture we load
    g_x += 5.0;
    g_y += 5.0;
  
    return myShape;
  }
  
  
Creates the client area.

  
  function init() {
    o3djs.util.makeClients(initStep2);
  }
  
  
Initializes O3D, loads the effect, and loads a tar.gz archive containing a bunch of image files. We'll create textures from them as they come in.
parameter: {Array} clientElements Array of o3d object elements.

  
  function initStep2(clientElements) {
    // Initialize global variables and libraries.
    var o3dElement = clientElements[0];
    g_o3d = o3dElement.o3d;
    g_math = o3djs.math;
    g_client = o3dElement.client;
  
    // Create a pack to manage our resources/assets
    g_pack = g_client.createPack();
  
    // Create the render graph for a view.
    g_viewInfo = o3djs.rendergraph.createBasicView(
        g_pack,
        g_client.root,
        g_client.renderGraphRoot);
  
    // Set up an orthographic projection.
    g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
      -g_client.width * 0.5,
      g_client.width * 0.5,
      -g_client.height * 0.5,
      g_client.height * 0.5,
      0.1,
      1000);
  
    // Move the camera above the origin looking down.
    g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
        [0, 500, 0], // eye
        [0, 0, 0],   // target
        [0, 0, -1]); // up
  
    // Create and load the effect.
    var effect = g_pack.createObject('Effect');
    o3djs.effect.loadEffect(effect, 'shaders/texture-only.shader');
  
    // Start a request for loading the tar.gz archive containing a bunch of
    // image files.  We'll then make textures from each one...
    var loadInfo = o3djs.io.loadArchiveAdvanced(
        g_pack,
        './assets/archive_textures.tar.gz',
        onFileAvailable,
        function(request, exception) {
          // We are finished with the request so remove it.
          g_pack.removeObject(request);
  
          // Check for errors.
          if (!exception) {
            g_finished = true;
          } else {
            alert('Failed to load archive!\n' + exception);
          }
        });
  
    // This is called for each file in the archive as it arrives
    function onFileAvailable(rawData) {
      // Create a texture from the RawData object that was just made available.
      var texture = g_pack.createTextureFromRawData(rawData, true);
  
      // Free the raw data object immediately since we're done with it.
      // If we don't call this the RawData will stay around so we can use it
      // later. For this app we won't need it later so we discard it now.
      rawData.discard();
  
      // Verify that the texture was created correctly and count it if so...
      if (texture) g_textureCount++;  // for selenium testing
  
      // Display progress information.
      var n = loadInfo.getTotalBytesDownloaded();
      var streamLength = loadInfo.getTotalKnownBytesToStreamSoFar();
  
      var progressInfo = n + ' bytes of ' + streamLength;
      var fileInfo = 'file name = ' + rawData.uri
      + ' :: length = ' + rawData.length + ' bytes';
  
      var info = document.getElementById('info');
  
      var textureInfo = 'texture = ' + texture.width + 'x' + texture.height;
  
      // If the page is reloaded before all of the textures have been created,
      // IE will still invoke this call-back (even after the 'info' element has
      // been removed).
      if (info) {
        info.innerHTML = info.innerHTML + progressInfo + " :: " + fileInfo +
          " :: " + textureInfo + "<br>";
      }
  
      g_fileCount++;
  
      if (texture) {
        var shape = makeShape(texture, effect);
      }
    }
  }
  
  </script>
  </head>
  <body>
  <h1>Progressive archive loading</h1>
  This tutorial shows how to load textures progressively from a compressed archive.
  <br><br/>
  
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 600px; height: 600px"></div>
  <!-- End of O3D plugin -->
  
  <br><br/>
  
  <!-- This div is for logging the progress of the progressive loading -->
  <div id="info">
    <h1>File Loading Progress</h1>
  </div>
  
  </body>
  </html>
  


(C) Æliens 20/2/2008

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